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General Forums => Aces High General Discussion => Topic started by: Kweassa on October 11, 2004, 04:15:10 AM

Title: Idea about tank machine guns and survivability
Post by: Kweassa on October 11, 2004, 04:15:10 AM
This has been an idea stated many times, but I think its very valid.

 The armour has been increasingly strengthened in the tanks in AH, which is a very good thing IMO. But consequentially, as much as there was improvements to the armour model allowing better realism(in the fact that tanks are now more or less immine to most plane guns), there hasn't been any changes to the pintle machine guns mounted on the top of them.

 People complain that they're getting too much pilot wounds from the pintle guns when they attack tanks. But I find that fact itself isn't very surprising, as some people have excellent aim, and since a plane is usually coming straight towards a tank, naturally the largest surface the machine gun aims for is the fuselage/cockpit part of the plane. (Also, I've found out that receiving pilots wounds from non-cockpit areas are possible, when I turned a plane and had the enemy hit my plane at the belly. I suspect the rounds penetrated the thin undersurface and trashed the pilot's from underneath!)

 So I got a few suggestions;


1) Make the tank extremely vulnerable to aircraft fire when the pintle gun position is manned. No sane person would have the hatch open and fire back at enemy aircraft when it tries to strafe it. So, when the pintle gun position is manned, if any rounds connect at the hatch the rounds will be considered to have entered the inside of the tank. and damage the turrets by killing the crew.

2) Since there could be a problem that any M8 or M3 would sneak up and fire a few machine gun rounds, and that disables the entire tank turret, make the turret damageable only when a bullet enters through the hatch.

3) How about some binoculars for the pintle gun position? Scanning the terrain around with the main tank gun reticle is way too slow, and zooming in at the pintle gun position is way too little. :)
Title: Re: Idea about tank machine guns and survivability
Post by: JB73 on October 11, 2004, 09:39:21 AM
Quote
Originally posted by Kweassa
3) How about some binoculars for the pintle gun position? Scanning the terrain around with the main tank gun reticle is way too slow, and zooming in at the pintle gun position is way too little. :)
that has got to be one of the best ideas i have heard in a LONG time...

can't believe noone mentioned this before...

though with the old "snap" turret you could scan with it, hop to gun 3, aim at target, hop to 2, and it would be aimed right there.
Title: Idea about tank machine guns and survivability
Post by: Virage on October 11, 2004, 02:12:53 PM
Pintle guns!?

Seriously now...
Title: Idea about tank machine guns and survivability
Post by: SlapShot on October 11, 2004, 02:40:29 PM
though with the old "snap" turret you could scan with it, hop to gun 3, aim at target, hop to 2, and it would be aimed right there.

Not anymore ... HT disabled that some time ago.
Title: Idea about tank machine guns and survivability
Post by: JB73 on October 11, 2004, 05:43:23 PM
Quote
Originally posted by SlapShot
Not anymore ... HT disabled that some time ago.
i know thank goodness.

too many times, great spot defending, some guy finds me 1 shot dead.

that still happens and i SWEAR some people can still do that LOLOLOLOL
Title: Idea about tank machine guns and survivability
Post by: Kweassa on October 12, 2004, 04:54:43 PM
They're all old ideas presented by many people. But I thought it would be a good time to mention it again as HT and Pyro states the new arriving planes will have better standards than what it is now. :)

 Instead of implementing this later and having to redo all the GVs with this suggestion, why not implement it this way starting with the T-34, and quickly remodel all the GVs to that standard, as there aren't as many GVs compared to all the planes? <- This is what I thought :)
Title: Idea about tank machine guns and survivability
Post by: Kweassa on October 12, 2004, 05:03:46 PM
Quote
that has got to be one of the best ideas i have heard in a LONG time...

can't believe noone mentioned this before...

though with the old "snap" turret you could scan with it, hop to gun 3, aim at target, hop to 2, and it would be aimed right there.


 Oh! I've got a supporting idea.(which, was also mentioned by others, too)

 Obviously the 'change positions, snap turret instantly' feature was a very bad thing. But then why not put another key function, which when pressed at the pintle gun/commander's postion, will start rotate the turrets at historical speeds? The turret will rotate at historical speeds to exactly at the spot where the commander's pintle gun/binoculars are aiming.

 Ofcourse, moving the tank gun on the exact  spot doesn't mean that its range is confirmed and aimed too. It will just move the tank aiming reticle position, to exactly the same position the crosshairs of the pintle gun/binocular is aiming. It's a convenience issue, so you can observe the enemy tank movement  at long distances if you find him first, and not suffer the "okay.. back to the main guns... rotating turret... Hey? Where'd he go? ..." :)

 Go to commander's postion, engage binoculars, scan around spot enemy tank, and then hold down the 'synchronize heading' button so the turret starts rotating so the tank gun crosshairs will match the binocular/pintle gun cross hair - at its historical speed.

 Cool feature, eh? :)
Title: Idea about tank machine guns and survivability
Post by: straffo on October 12, 2004, 05:12:56 PM
Yep very cool !

HT do you read us ? please :)
Title: Idea about tank machine guns and survivability
Post by: GreenCloud on October 13, 2004, 01:22:32 AM
i wana see BLOOD from those dam top pintle gunners!!!
Title: Re: Idea about tank machine guns and survivability
Post by: Tilt on October 13, 2004, 05:58:47 AM
Quote
Originally posted by Kweassa




I would say make the pintle / commander position very vulnerable when it is manned.............. basically if the top of the turret is shot up whilst the player is in the pintle position then the position including its gun is lost.

Like the binoculars idea.............its actually the one place they would be used most and it would neat to loose it if the "commander" had been shot up.

It would also be neat if going to the pintle took a bit of time ........ so eg pressing O would open the hatch as fast as the bomb bay doors open........... a bit of graphic up date and we would be able to see the hatch open...........shooting in thru it would always kill the commander...........who in the case of the T34 is also the gunner so then fire rate would be halved.
Title: Idea about tank machine guns and survivability
Post by: Rino on October 14, 2004, 12:27:08 AM
So I guess you guys would be ok with gunners being instantly
wiped out in M-16s and Ostwinds as well.  After all, there is alot
more open space in both those "hatches" than a cupola has.

     Think a better idea would be to examine the pilot wound
problem than to neuter any ability the GVs have to defend
themselves.
Title: Idea about tank machine guns and survivability
Post by: Kev367th on October 14, 2004, 01:02:50 AM
Still think the damage model needs fixing totally first.
Tiger AP rounds bouncing off M3s at
Title: Idea about tank machine guns and survivability
Post by: jaxxo on October 14, 2004, 12:07:00 PM
starting to think these bb messages/complaints/comments/ mean absolutely nothing. I find hardly any response from hitech..and almost nothing gets fixed unless there is a huge amount of whining. No date for release of new tanks..planes..etc. Ive seen alot of bugs with latest map along with alot of posts about the bugs...all i hear from htc is crickets.
Title: Idea about tank machine guns and survivability
Post by: Tilt on October 14, 2004, 05:47:48 PM
Actually incurring wounds when in more vulnerable Gv positions is not such a bad idea...............
Title: Idea about tank machine guns and survivability
Post by: BlueJ1 on October 14, 2004, 05:52:32 PM
I like all the ideas except the death to the commander idea. Way to close to WWIIOL.

Also agree with Jaxxo.
Title: Idea about tank machine guns and survivability
Post by: Easyscor on October 15, 2004, 01:37:17 AM
Quote
Originally posted by Kev367th
Still think the damage model needs fixing totally first.
Tiger AP rounds bouncing off M3s at
:) Keep firing those AP rounds at lightly armored vehicles.  I love the way they pass right through without killing anything. :p




















It's the wrong ammo for the job. :D
Title: Re: Re: Idea about tank machine guns and survivability
Post by: Easyscor on October 15, 2004, 01:49:34 AM
Quote
Originally posted by Tilt
...........shooting in thru it would always kill the commander...........who in the case of the T34 is also the gunner so then fire rate would be halved.
Well the thing is the T34 has no pintle gun, or any other anti-air defense.  It's 75mm gun only makes it equal to the Panzer 4 but no better as a Tiger killer.  It has only two advantages; it's slightly faster and carries more rounds, but no smoke.

Without the need to unbutton for anti-air, the commander should be immune to death or wounds as outlined here.
Title: Re: Re: Re: Idea about tank machine guns and survivability
Post by: Tilt on October 15, 2004, 01:22:07 PM
Quote
Originally posted by Easyscor

Without the need to unbutton for anti-air, the commander should be immune to death or wounds as outlined here.


It was really addressing the binoculars idea........... commander would have to open the hatch to use them..........